Difference between revisions of "Map Template:Territory Control"

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[[Category:Map Templates]]
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{{Infobox manual/Header}}
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{{Infobox mapping}}
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==Introduction==
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Territory control tasks players with capturing command points for their team. Exaples include ff_cz2 and ff_tiger. All of the Basic Teamplay entities are supported.
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==Entities==
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===Resupply===
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* cp_team1_respawn_pack (info_ff_script): resupply bag for team 1 (blue by default)
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* cp_team2_respawn_pack (info_ff_script): resupply bag for team 2 (red by default)
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* cp_team1_grenade_pack (info_ff_script): grenade bag for team 1
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* cp_team2_grenade_pack (info_ff_script): grenade bag for team 2
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* cp_cp#_ammo (info_ff_script): ammo bag for owners of a certain command point. Replace # with a number 1-5
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* cp_cp#_armor (info_ff_script): armor for owners of a certain command point. Replace # with a number 1-5
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===Command points and flags===
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* cp_cp#_cp_zone (trigger_ff_script): the trigger to be used for the command point. Replace # with a number 1-5. Only used if flags are '''disabled'''.
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* cp_cp#_cp_trigger (trigger_ff_script): the trigger to be used for the command point. Replace # with a number 1-5. Only used if flags are '''enabled'''.
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* cp_team1_flag (info_ff_script): team 1 flag, if flags are enabled.
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* cp_team2_flag (info_ff_script): team 2 flag, if flags are enabled.
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* cp_team1_flag_dispenser (trigger_ff_script): This trigger gives a player a flag, if flags are enabled.
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* cp_team2_flag_dispenser (trigger_ff_script): This trigger gives a player a flag, if flags are enabled.
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===Command Centers===
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* cp_team1_command_center (trigger_ff_script): Command center. Detpacking the enemy's CC will reset their comand points and award you points.
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* cp_team2_command_center (trigger_ff_script): Command center. Detpacking the enemy's CC will reset their comand points and award you points.
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* blue_cc_alarm_sound (ambient_generic): An alarm sounds when an enemy enters the CC. Replace blue with the name of the team that owns the CC.
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* blue_cc_alarm_light (light?): An light comes on when an enemy enters the CC. Replace blue with the name of the team that owns the CC.
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* blue_cc_alarm_beam (env_beam?): A beam changes color when an enemy enters the CC. Replace blue with the name of the team that owns the CC.
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* cp_team1_cc_computer (trigger_ff_script): Spies can open the enemy base's doors with this trigger, if command centers are enabled.
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* cp_team2_cc_computer (trigger_ff_script): Spies can open the enemy base's doors with this trigger, if command centers are enabled.
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===Teleport===
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* cp_team1_teleporter_cp#(trigger_teleport): Team 1 can teleport to any cp they own. Replace # with a number 1-5
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* cp_team2_teleporter_cp#(trigger_teleport): Team 2 can teleport to any cp they own. Replace # with a number 1-5
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===Effects===
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* fullcap_trigger(logic_relay): Triggers when either team captures all command points. Use logic_relay's onTrigger output to fire any special effects you like.
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* cp#_skybeam(env_beam?): This beam will change color to reflect which team owns a command point. Replace # with a number 1-5.
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* cp#_light_blue(light, light_spot): This light will turn on when the specified team owns this cp.
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* cp#_spotlight_blue(point_spotlight): This light beam will turn on when the specified team owns this cp.
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* cp#_flag_rotator(func_rotating): Will reverse direction when the cap changes posession.
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* cp#_flag(prop_dynamic): Will appear and change skin to reflect the owner of the command point.
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* cp#_blue_capsprites(env_sprite): Will appear when a member of the specified team touches the cp, stop when he leaves.
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* cp#_blue_capsound(ambient_generic): Will play a sound when a member of the specified team touches the cp, stop when he leaves.
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* cp#_respawn_enter_sound(ambient generic): Will play when a player teleports back to base.
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* blue_cp#_teleport_enter_sound(ambient_generic) Will play when a player teleports into a command point.
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* blue_cp#_teleport_enter_sound(point_tesla?) Will spark when a player teleports into a command point.
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===Doors===
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* cp_team1_door_trigger (trigger_ff_script): Door trigger for team 1 (blue by default)
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* cp_team2_door_trigger (trigger_ff_script): Door trigger for team 1 (red by default)
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* blue_flagroom_door_top, blue_flagroom_door_bottom, blue_base_door_01_left, blue_base_door_01_right, blue_base_door_02_left, blue_base_door_02_right<br>
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A list of doors. Replace "blue" with the team which owns the door. Each of these doors will open when an enemy spy touches the Command center computer.
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==Lua Script==
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IncludeScript("base_cp_default")
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IncludeScript("base_cp")
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==Variations==
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Variations to the rules of a TC map can be made by copying the contents of ''maps\includes\base_cp_default.lua'' and editing the code therein. base_cp.lua must still be included.
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[[Category:Map Templates]] [[Category:Mapping]]
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{{Infobox manual/Footer}}

Latest revision as of 14:27, 29 June 2009


Mapping for FF
The Basics

Setting up Hammer
Getting Started With Lua
Releasing a map

FF-specific Entities

Lua location system

Map Templates
FF Lua Documentation

Entity Typing
Entity Collections

Commands
Callbacks

Introduction

Territory control tasks players with capturing command points for their team. Exaples include ff_cz2 and ff_tiger. All of the Basic Teamplay entities are supported.

Entities

Resupply

  • cp_team1_respawn_pack (info_ff_script): resupply bag for team 1 (blue by default)
  • cp_team2_respawn_pack (info_ff_script): resupply bag for team 2 (red by default)
  • cp_team1_grenade_pack (info_ff_script): grenade bag for team 1
  • cp_team2_grenade_pack (info_ff_script): grenade bag for team 2
  • cp_cp#_ammo (info_ff_script): ammo bag for owners of a certain command point. Replace # with a number 1-5
  • cp_cp#_armor (info_ff_script): armor for owners of a certain command point. Replace # with a number 1-5

Command points and flags

  • cp_cp#_cp_zone (trigger_ff_script): the trigger to be used for the command point. Replace # with a number 1-5. Only used if flags are disabled.
  • cp_cp#_cp_trigger (trigger_ff_script): the trigger to be used for the command point. Replace # with a number 1-5. Only used if flags are enabled.
  • cp_team1_flag (info_ff_script): team 1 flag, if flags are enabled.
  • cp_team2_flag (info_ff_script): team 2 flag, if flags are enabled.
  • cp_team1_flag_dispenser (trigger_ff_script): This trigger gives a player a flag, if flags are enabled.
  • cp_team2_flag_dispenser (trigger_ff_script): This trigger gives a player a flag, if flags are enabled.

Command Centers

  • cp_team1_command_center (trigger_ff_script): Command center. Detpacking the enemy's CC will reset their comand points and award you points.
  • cp_team2_command_center (trigger_ff_script): Command center. Detpacking the enemy's CC will reset their comand points and award you points.
  • blue_cc_alarm_sound (ambient_generic): An alarm sounds when an enemy enters the CC. Replace blue with the name of the team that owns the CC.
  • blue_cc_alarm_light (light?): An light comes on when an enemy enters the CC. Replace blue with the name of the team that owns the CC.
  • blue_cc_alarm_beam (env_beam?): A beam changes color when an enemy enters the CC. Replace blue with the name of the team that owns the CC.
  • cp_team1_cc_computer (trigger_ff_script): Spies can open the enemy base's doors with this trigger, if command centers are enabled.
  • cp_team2_cc_computer (trigger_ff_script): Spies can open the enemy base's doors with this trigger, if command centers are enabled.

Teleport

  • cp_team1_teleporter_cp#(trigger_teleport): Team 1 can teleport to any cp they own. Replace # with a number 1-5
  • cp_team2_teleporter_cp#(trigger_teleport): Team 2 can teleport to any cp they own. Replace # with a number 1-5

Effects

  • fullcap_trigger(logic_relay): Triggers when either team captures all command points. Use logic_relay's onTrigger output to fire any special effects you like.
  • cp#_skybeam(env_beam?): This beam will change color to reflect which team owns a command point. Replace # with a number 1-5.
  • cp#_light_blue(light, light_spot): This light will turn on when the specified team owns this cp.
  • cp#_spotlight_blue(point_spotlight): This light beam will turn on when the specified team owns this cp.
  • cp#_flag_rotator(func_rotating): Will reverse direction when the cap changes posession.
  • cp#_flag(prop_dynamic): Will appear and change skin to reflect the owner of the command point.
  • cp#_blue_capsprites(env_sprite): Will appear when a member of the specified team touches the cp, stop when he leaves.
  • cp#_blue_capsound(ambient_generic): Will play a sound when a member of the specified team touches the cp, stop when he leaves.
  • cp#_respawn_enter_sound(ambient generic): Will play when a player teleports back to base.
  • blue_cp#_teleport_enter_sound(ambient_generic) Will play when a player teleports into a command point.
  • blue_cp#_teleport_enter_sound(point_tesla?) Will spark when a player teleports into a command point.

Doors

  • cp_team1_door_trigger (trigger_ff_script): Door trigger for team 1 (blue by default)
  • cp_team2_door_trigger (trigger_ff_script): Door trigger for team 1 (red by default)
  • blue_flagroom_door_top, blue_flagroom_door_bottom, blue_base_door_01_left, blue_base_door_01_right, blue_base_door_02_left, blue_base_door_02_right

A list of doors. Replace "blue" with the team which owns the door. Each of these doors will open when an enemy spy touches the Command center computer.

Lua Script

IncludeScript("base_cp_default")
IncludeScript("base_cp")

Variations

Variations to the rules of a TC map can be made by copying the contents of maps\includes\base_cp_default.lua and editing the code therein. base_cp.lua must still be included.